U.S. patent number 5,807,174 [Application Number 08/728,979] was granted by the patent office on 1998-09-15 for method of assisting player in entering commands in video game, video game system, video game storage medium, and method of controlling video game.
This patent grant is currently assigned to Konami Co., Ltd.. Invention is credited to Kenichi Fukuhara, Kouji Igarashi, Masaaki Suzuki, Masayuki Tarao.
United States Patent |
5,807,174 |
Fukuhara , et al. |
September 15, 1998 |
**Please see images for:
( Certificate of Correction ) ** |
Method of assisting player in entering commands in video game,
video game system, video game storage medium, and method of
controlling video game
Abstract
Commands are entered in a video game by the player to determine
an action of a player character for thereby determining an action
and an image of at least one opponent character. A plurality of
icons representing respective commands for the player character and
a movable cursor are displayed on a displayed image, and the
movable cursor positioned on one of the icons is detected. Then,
the one of the icons is enlarged in size based on the detected
movable cursor to assist the player of the video game in entering
the command represented by the one of the icons.
Inventors: |
Fukuhara; Kenichi (Tokyo,
JP), Tarao; Masayuki (Kasukabe, JP),
Suzuki; Masaaki (Tokyo, JP), Igarashi; Kouji
(Chofu, JP) |
Assignee: |
Konami Co., Ltd. (Hyogo-ken,
JP)
|
Family
ID: |
17405028 |
Appl.
No.: |
08/728,979 |
Filed: |
October 11, 1996 |
Foreign Application Priority Data
|
|
|
|
|
Oct 12, 1995 [JP] |
|
|
7-264563 |
|
Current U.S.
Class: |
463/31 |
Current CPC
Class: |
A63F
13/005 (20130101); A63F 13/10 (20130101); G06F
3/04842 (20130101); A63F 13/47 (20140902); A63F
13/55 (20140902); A63F 2300/308 (20130101); A63F
2300/63 (20130101); A63F 13/822 (20140902); A63F
2300/807 (20130101); A63F 2300/65 (20130101) |
Current International
Class: |
A63F
13/10 (20060101); A63F 13/00 (20060101); G06F
3/033 (20060101); A63F 009/24 () |
Field of
Search: |
;463/30,31,32,33,34,2
;345/425,427 ;705/7 |
References Cited
[Referenced By]
U.S. Patent Documents
Other References
Instruction Manual for computer game by Konami Co., Ltd. of Japan,
copyright 1994. .
Instruction Manual for computer game by Konami Co., Ltd. of Japan,
("forever with you"), copyright 1995..
|
Primary Examiner: Manuel; George
Attorney, Agent or Firm: Greenblum & Bernstein
P.L.C.
Claims
What is claimed is:
1. A method of assisting a player of a video game in entering
commands to determine an action of a player character for thereby
determining an action and an image of at least one opponent
character in the video game, comprising the steps of:
displaying a plurality of icons representing respective commands
for the player character and a movable cursor on a displayed
image;
detecting the movable cursor positioned on one of said icons;
and
enlarging said one of the icons in size based on the detected
movable cursor to assist a player of the video game in entering the
command represented by said one of the icons.
2. A method according to claim 1, further comprising the step
of:
reducing said one of the icons in size a predetermined period of
time after said one of the icons is enlarged in size.
3. A method according to claim 2, wherein said one of the icons is
reduced in progressively smaller sizes.
4. A method according to claim 1, wherein said one of the icons is
enlarged in progressively greater sizes.
5. A video game system comprising:
display means for displaying a player character whose action is
determined by at least entering commands, an opponent character
action and image are determined by the action of the player
character, a plurality of icons representing said commands,
respectively, and a movable cursor;
a controller for moving the displayed movable cursor to indicate
one of said icons to enter the command represented by said one of
the icons;
detecting means for detecting the position of the displayed movable
cursor; and
display control means for displaying said one of the icons in an
enlarged size based on the position detected by said detecting
means.
6. A video game system according to claim 5, wherein said display
control means comprises means for displaying said one of the icons
in a reduced size a predetermined period of time after said one of
the icons is displayed in the enlarged size.
7. A video game system according to claim 6, wherein said display
control means comprises means for displaying said one of the icons
in progressively smaller sizes.
8. A video game system according to claim 5, wherein said display
control means comprises means for displaying said one of the icons
in progressively greater sizes.
9. A video game storage medium storing a video game program of a
video game which is played by entering commands to determine an
action of a player character for thereby determining an action and
an image of at least one opponent character in the video game,
displaying a plurality of icons representing respective commands
for the player character and a movable cursor on a displayed image,
detecting the movable cursor positioned on one of said icons, and
enlarging said one of the icons in size based on the detected
movable cursor.
10. A video game storage medium according to claim 9, said one of
the icons is reduced in size a predetermined period of time after
said one of the icons is enlarged in size.
11. A video game storage medium according to claim 9, wherein said
one of the icons is enlarged in progressively greater sizes.
12. A video game storage medium according to claim 11, wherein said
one of the icons is reduced in progressively smaller sizes.
13. A method of controlling a video game to determine an action of
a player character for thereby determining an action and an image
of at least one opponent character in the video game, comprising
the steps of:
establishing a plurality of zones depending on excitement and
friendship factors of the opponent character with respect to the
player character;
selecting an action of the player character to increase
affectionate feelings of the opponent character for the player
character according to a characteristic curve of the opponent
character; and
determining an action of the opponent character toward the player
character based on one of said zones which is traversed by said
characteristic curve of the opponent character.
14. A method according to claim 13, wherein each of said zones is
associated with one of a plurality of different levels representing
respective different names of the player character, and said action
of the opponent character comprises a presentation of one of said
names which is associated with said one of the zones.
15. A method according to claim 13, wherein said opponent character
has a plurality of alternative different characteristic curves
selectable depending on said excitement and friendship factors.
Description
BACKGROUND OF THE INVENTION
1. Field of the Invention
The present invention relates to a method of assisting the player
of a video game, such as a role playing game (RPG), in entering
commands for a player character to have a simulated experience of
certain aspects of everyday life on a video display screen on
behalf of the player of the video game, a video game system for
performing such a video game, a video game storage medium which
stores such a video game, and a method of controlling such a video
game performed by such a video game system.
2. Description of the Related Art
Role playing games (RPGs) that can be played as a video game on a
video display screen allow the player to control a displayed player
character to have a simulated experience of certain aspects of life
on the video display screen on behalf of the player. Typical role
playing games are characterized by a player character walking
around medieval mountains, fields, towns, and caves and fighting
and winning against enemy characters in an effort to achieve some
goal. Such role playing games are known as combat-type role playing
games.
According to some recent versions of role playing games, the player
can control a displayed player character to grow or enjoy a
simulated love in various stages of everyday life, such as social
life, student life, etc.
While a role playing game is being played on a video display screen
by the player, the player enters many commands through switches on
a controller that is held by the player for determining an action
of a player character displayed on the video display screen. Usual
video display screens have a low resolution and suffer a limitation
on the number of alphanumeric characters that can be displayed
compared with personal computer display screens. Therefore, it has
been customary for the player of a role playing game to enter
commands using a group of icons displayed on the video display
screen. The use of icons for entering commands, however, is
disadvantageous in that the icons displayed on the video display
screen hide part of the displayed game image, tending to let the
player lose interest in the game. One solution would be to display
the icons in a smaller size, but would cause another problem in
that the player would find it difficult to select desired icons
from the smaller displayed icons.
When playing a role playing game for experiencing a simulated love,
the player continues the game in an effort to arouse the feeling of
an opponent character toward a player character on behalf to the
player. In such a role playing game, unlike the combat-type role
playing games, the player is likely to develop an affectionate
feeling for the opponent character and have joy or sorrow depending
on the attitude of the opponent character toward the player
character. The player finds the game more interesting as what the
opponent character says and does changes as the game goes on.
SUMMARY OF THE INVENTION
It is therefore an object of the present invention to provide a
method of assisting the player of a video game, such as a role
playing game (RPG), in efficiently entering commands.
Another object of the present invention is to provide a video game
system for performing such a video game.
Still another object of the present invention is to provide a video
game storage medium which stores such a video game.
Yet still another object of the present invention is to provide a
method of controlling such a video game performed by such a video
game system.
According to an aspect of the present invention, there is provided
a method of assisting a player of a video game in entering commands
to determine an action of a player character for thereby
determining an action and an image of at least one opponent
character in the video game, comprising the steps of displaying a
plurality of icons representing respective commands for the player
character and a movable cursor on a displayed image, detecting the
movable cursor positioned on one of the icons, and enlarging the
one of the icons in size based on the detected movable cursor to
assist a player of the video game in entering the command
represented by the one of the icons.
The one of the icons may be reduced in size a predetermined period
of time after the one of the icons is enlarged in size. The one of
the icons may be enlarged in progressively greater sizes, and may
be reduced in progressively smaller sizes.
According to another aspect of the present invention, there is also
provided a video game system comprising display means for
displaying a player character whose action is determined by at
least entering commands, an opponent character action and image are
determined by the action of the player character, a plurality of
icons representing the commands, respectively, and a movable
cursor, a controller for moving the displayed movable cursor to
indicate one of the icons to enter the command represented by the
one of the icons, detecting means for detecting the position of the
displayed movable cursor, and display control means for displaying
the one of the icons in an enlarged size based on the position
detected by the detecting means.
According to still another aspect of the present invention, there
is also provided a video game storage medium storing a video game
program of a video game which is played by entering commands to
determine an action of a player character for thereby determining
an action and an image of at least one opponent character in the
video game, displaying a plurality of icons representing respective
commands for the player character and a movable cursor on a
displayed image, detecting the movable cursor positioned on one of
the icons, and enlarging the one of the icons in size based on the
detected movable cursor.
According to yet still another aspect of the present invention,
there is also provided a method of controlling a video game to
determine an action of a player character for thereby determining
an action and an image of at least one opponent character in the
video game, comprising the steps of establishing a plurality of
zones depending on excitement and friendship factors of the
opponent character with respect to the player character, selecting
an action of the player character to increase affectionate feelings
of the opponent character for the player character according to a
characteristic curve of the opponent character, and determining an
action of the opponent character toward the player character based
on one of the zones which is traversed by the characteristic curve
of the opponent character.
Each of the zones may be associated with one of a plurality of
different levels representing respective different names of the
player character, and the action of the opponent character may
comprise a presentation of one of the names which is associated
with the one of the zones. The opponent character may have a
plurality of alternative different characteristic curves selectable
depending on the excitement and friendship factors.
The above and other objects, features, and advantages of the
present invention will become apparent from the following
description when taken in conjunction with the accompanying
drawings which illustrate preferred embodiments of the present
invention by way of example.
BRIEF DESCRIPTION OF THE DRAWINGS
FIG. 1 is a perspective view of a video game system for playing a
video game according to an embodiment of the present invention;
FIG. 2 is a block diagram of an electric arrangement of the video
game system shown in FIG. 1;
FIGS. 3 and 4 are flowcharts of a sequence of the video game
according to the present invention;
FIG. 5 is a flowchart of an initializing routine of the sequence
shown in FIGS. 3 and 4;
FIG. 6 is a flowchart of a weekday routine of the sequence shown in
FIGS. 3 and 4;
FIG. 7 is a view showing an image displayed on a television display
monitor when the weekday routine shown in FIG. 5 is executed;
FIG. 8 is a flowchart of a holiday routine of the sequence shown in
FIGS. 3 and 4;
FIG. 9 is a flowchart of a date/event routine in the sequence shown
in FIGS. 3 and 4;
FIG. 10 is a detailed block diagram of an electric arrangement of a
CPU for controlling the display of an icon;
FIGS. 11(a) through 11(e) are fragmentary views showing the manner
in which an icon is displayed in progressively enlarged and reduced
sizes;
FIG. 12 is a flowchart of an indicated icon detection routine in
the sequence shown in FIGS. 3 and 4;
FIG. 13 is a block diagram of a video game system for playing a
video game according to another embodiment of the present
invention;
FIG. 14 is a view showing an image displayed on the television
display monitor when the video game according to the other
embodiment of the present invention is played;
FIG. 15 is a table of names registered in an initializing
routine;
FIG. 16 is a diagram showing divided ranges of excitement and
friendship factors and different love curves of an opponent
character in the video game according to the other embodiment of
the present invention; and
FIG. 17 is a table of names corresponding to different levels.
DETAILED DESCRIPTION OF THE PREFERRED EMBODIMENTS
Like or corresponding parts are denoted by like or corresponding
reference numerals throughout views.
As shown in FIG. 1, a video game system for playing a video game
according to the present invention generally comprises a game
machine 1 for loading a CD-ROM 123 (see FIG. 2) as a game storage
medium in a circular region thereof, a television display monitor
122 connected as a display means to the game machine 1, and a
controller 121 connected to the game machine 1 through a cable 10
having a connector 11 that is fitted into the game machine 1.
The game machine 1 has a power supply switch 4 for turning on and
off the supply of electric power to the game machine 1, a reset
switch 5 for resetting the video game system, and a switch 6 for
opening a lid which closes the circular region that stored the
CD-ROM 123.
FIG. 2 shows in block form the video game system shown in FIG.
1.
As shown in FIG. 2, the game machine 1 comprises a CPU 101, a
graphics data generator 103 directly connected to the CPU 101, an
interface 104 connected to the CPU 101 through a bus 102 which
includes an address bus, a data bus, and a control bus, a main
memory 105 connected to the CPU 101 through the bus 102, a ROM 106
connected to the CPU 101 through the bus 102, an expander 107
connected to the CPU 101 through the bus 102, a parallel port 108
connected to the CPU 101 through the bus 102, a serial port 109
connected to the CPU 101 through the bus 102, an image processor
110 connected to the CPU 101 through the bus 102, a sound processor
112 connected to the CPU 101 through the bus 102, a decoder 114
connected to the CPU 101 through the bus 102, and an interface 119
connected to the CPU 101 through the bus 102. The game machine 1
also includes a buffer 111 connected to the image processor 110, a
buffer 113 connected to the sound processor 112, an amplifier 117
connected to the sound processor 112, a loudspeaker 118 connected
to the amplifier 117, a buffer 115 connected to the decoder 114, a
CD-ROM driver 116 connected to the decoder 114, and an external
memory 120 connected to the interface 119. As shown in FIG. 1, the
external memory 120 can detachably be mounted on the game machine
1, and has the same shape as the connector 11 of the cable 10.
When the CD-ROM 123 is loaded in the circular region of the game
machine 1, it is played back by the CD-ROM driver 116. The
controller 121 is connected to the interface 119. The television
display monitor 122 is connected to the image processor 110.
The graphics data generator 103 serves as a co-processor for the
CPU 101. Specifically, the graphics data generator 103 transforms
coordinates and calculates light sources, e.g., calculates matrixes
and vectors with fixed points, according to parallel processing.
Main processing tasks performed by the graphics data generator 103
are a process of determining addresses in display areas of
processed images based on coordinate data, motion data, and
rotation data of respective vertexes in a two- or three-dimensional
plane of image data supplied from the CPU 101, and returning the
determined addresses to the CPU 101, and a process of calculating
the brightness of an image depending on the distance and angle from
a hypothetically established light source.
The interface 104 serves to interface peripheral devices, e.g., a
pointing device such as a mouse, a track ball, etc., to the bus
102. The ROM 106 stores the data of a program as an operation
system of the game machine 1. The main memory 105 is a memory for
loading a game program from the CD-ROM 123 that is played by the
CD-ROM driver 116. The data of the game program are paged from the
main memory 105 into the CPU 101, and processed by the CPU 101.
The expander 107 serves to expand image data which have been
compressed by an intraframe coding process according to MPEG
(Moving Picture Experts Group) or JPEG (Joint Photographic Experts
Group), through decoding data encoded by VLC (Variable Length
Code), inverse quantizing, IDCT (Inverse Discrete Cosine
Transform), recovering intraframe-coded images.
The image processor 110 generates and stores an image to the buffer
111 and outputs the image stored in the buffer 111 to the
television display monitor 122 in response to an image display
command issued by the CPU 101. The buffer 111 includes a display
area and a non-display area. The display area is an area for
storing data to be displayed on the display screen of the
television display monitor 122, and the non-display area is an area
for storing texture data, color pallet data, etc. The texture data
are two-dimensional image data, and the color pallet data are data
for indicating colors for the texture data. Image display commands
issued by the CPU 101 include a command for displaying a line, a
command for displaying a three-dimensional image using polygons,
and a command for displaying an ordinary two-dimensional image,
among others.
The sound processor 112 stores ADPCM data read from the CD-ROM 123
into the buffer 113, reads the ADPCM data from the buffer 113 at a
clock frequency of 44.1 kHz, and processes the read ADPCM data by
changing the pitch, adding noise, establishing an envelope,
establishing a level, and adding reverberation. If sound data read
from the CD-ROM 123 are PCM data, then the PCM data are converted
into ADPCM data by the sound processor 112. The ADPCM data
processed by the sound processor 112 are supplied through the
amplifier 117 to the loudspeaker 118, which reproduces sound.
The CD-ROM driver 116 reads program data, data such as map
information, and audio data from the CD-ROM 123, and supplies the
read data to the decoder 114.
The decoder 114 effects an error correcting process using an ECC
(Error Correcting Code) on the data supplied from the CD-ROM driver
116, and supplies the error-corrected data to the main memory 105
or the sound processor 112.
The external memory 120 comprises a card-shaped memory for storing
various parameters to hold various status data in the event of an
interruption of the game.
The controller 121, which is shown in FIG. 2 somewhat differently
from the controller 121 in FIG. 1 for illustrative purpose, has a
cross key 121g comprising an integral combination of left, right,
up, and down keys, a left pushbutton 121L, a right pushbutton 121R,
a start pushbutton 121a, a select pushbutton 121b, and first
through fourth pushbuttons 121c through 121f. The cross key 121g
allows the player to give commands indicative of left, right, up,
and down movements to the CPU 101. The start pushbutton 121a is
pushed by the player to instruct the CPU 101 to start the game
program loaded from the CD-ROM 123. The select pushbutton 121b is
pushed by the player to instruct the CPU 101 to make various
selections with respect to the game program which is loaded in the
main memory 105.
The television display monitor 122, which may be an ordinary
television receiver, receives image and sound data from the game
machine 1 through video and audio input terminals or an RF
terminal, and displays the image data and reproduces the sound
data.
FIGS. 3 and 4 show a sequence of the video game according to the
present invention which is performed by the video game system shown
in FIGS. 1 and 2.
The video game according to the present invention, which will be
described below as being performed by the video game system shown
in FIGS. 1 and 2, is a role playing game (RPG) which is played by
the player who enters commands to determine actions of a player
character to control the player character to get along with a
plurality of opponent characters of the opposite sex during three
years of high school life which the player character experiences,
in an effort for the player character to get a declaration of love
from any one of the opponent characters on the day of the
commencement.
For the player to start the game for the first time, an
initializing routine for registering the name of the player
character played by the player and other information is carried out
in a step 1001 (FIG. 3). The initializing routine, which is shown
in detail in FIG. 5, requires the player to enter a surname in a
step 1201, enter an individual name in a step 1202, and enter a
nickname in a step 1203. The name data thus entered are stored into
a name storage area in the external memory 120.
After the initializing routine, days in the high school start being
counted by a day counter from the day of the entrance ceremony of
the high school. The day counter is included in the main memory
105. It is determined in a step 1002 whether the day of the
commencement is reached or not based on the count of the day
counter. If the day of the commencement is not reached in the step
1002, then it is determined in a step 1003 whether the present day
reaches one of event days which have been addressed and registered
in the main memory 105. If the present day reaches one of those
event days, then an event such as a date, an athletic meeting, an
excursion, etc. takes place in a date/event routine in a step
1006.
If the present day is not any one of the event days, then a random
event is determined by lottery in a step 1004. A random event may,
for example, be the appearance of a new opponent character, and the
probability of such a random event varies dependent on the value of
a parameter which the player character has, e.g., a parameter
indicative of whether the player character is oriented to liberal
arts, science, or the like. If a random event is determined to
occur in a step 1005, then the player character dates a new
opponent character in the step 1006.
If no random event is determined to occur in the step 1005, then a
weekday routine is executed in a step 1007 or a holiday routine is
executed in a step 1008, after which an excitement factor and a
friendship factor are calculated in a step 1009. Control then
returns from the step 1009 to the step 1002.
In the weekday routine, the player enters commands for making the
player character more oriented to liberal arts, science, or art, or
improving the appearance of the player character, and also enters
commands to set a date on a holiday. The weekday routine is shown
in detail in FIG. 6. When the weekday routine is executed, an image
as shown in FIG. 7 is displayed on the television display monitor
122, allowing the player to indicate, with a cursor 25, one of
displayed icons 24 which represent respective commands. When one of
the icons 24 is indicated by the cursor 25, it is displayed at an
enlarged scale as described later on.
After one of the icons 24, e.g., an exercise icon 28, is indicated
by the cursor 25 in an indicated icon detection routine in a step
1301 (FIG. 6), and then a success/failure is determined by lottery
in a step 1302. The indicated icon detection routine in the step
1301 will be described later on. Specifically, the step 1302 make
calculations to determine whether the addition of a parameter value
for the selected command, which represents an exercise ability
here, is permitted (successful) or not with varying probability. If
the addition of a parameter value for the selected command is
permitted (successful), then the parameter of the exercise ability
corresponding to the selected command is incremented by a
predetermined number in a step 1304.
In the weekday routine, there is also available a command
(telephone icon) for the player character to set a date with a
desired opponent character on a holiday by telephone. If the player
character is not liked by the opponent character for breaking a
past date, for example, and hence the opponent character has very
low friendship and excitement factors with the player character,
then the proposal for a date may be denied.
The holiday routine is a routine for going out on a date which has
been fixed in the weekday routine. The holiday routine is shown in
detail in FIG. 8. As shown in FIG. 8, it is determined in a step
1401 whether a date has been scheduled for the present holiday or
not. If a date has been scheduled for the present holiday, then a
date/event routine is executed in a step 1402. If no date has been
scheduled for the present holiday in the step 1401, then steps
1403, 1404, 1405, 1406 which are the same as the steps 1301, 1302,
1303, 1304 of the weekday routine shown in FIG. 6 are executed.
The date/event routine in the step 1402, which is identical to the
date/event routine in the step 1006, is shown in detail in FIG.
9.
As shown in FIG. 9, alternatives for conversations with the
opponent character depending on the destination of the date are
displayed in a step 1501. For example, if the destination of the
date is an amusement park, then the player selects an attraction
such as a roller coaster, a haunted house, a Ferris wheel, or the
like. Each time the player selects and enters an alternative in a
step 1502, the date goes on a step 1503. When the date is over, the
friendship and excitement factors of the opponent character are
calculated in a step 1504. For example, if the opponent character
likes sports, then the friendship and excitement factors of the
opponent character increase when the player selects a roller
coaster as an attraction, and if the opponent character is fond of
literature, then the friendship and excitement factors of the
opponent character increase when the player selects a Ferris wheel
as an attraction. The friendship and excitement factors vary
depending on the season or the like, and hence do not necessarily
increase at all times even when the player character repeats dating
the same opponent character. Details of calculation of the
friendship and excitement factors will be described later on.
If the day of the commencement is reached, i.e., if the number of
days left before the day of the commencement is nil, in the step
1002, then control goes to a step 1101 shown in FIG. 4. As shown in
FIG. 4, the parameters of the player character, which are
indicative of whether the player character is oriented to liberal
arts, science, or the like, are substituted in evaluation formulas
provided for the respective opponent characters to calculate
evaluation values by the respective opponent characters in a step
1101. The evaluation formulas differ from opponent character to
opponent character depending on the personalities of the opponent
characters. For example, if the opponent character likes sports,
then the evaluation value by the opponent character is higher as
the exercise ability of the player character is higher, and if the
opponent character likes literature, then the evaluation value by
the opponent character is higher as the player character is more
oriented toward liberal arts.
The opponent characters have respective threshold values. It is
determined in a step 1102 whether the evaluation values calculated
for the respective opponent characters are higher than the
respective threshold values.
Thereafter, the opponent character with the highest calculated
evaluation value is selected among those opponent characters whose
evaluation values have exceeded the threshold values in a step
1103. Then, the opponent character selected on the day of the
commencement declares love to the player character in a step
1104.
If the evaluation values calculated for all the respective opponent
characters are not higher than the respective threshold values in
the step 1102, then a bad ending process is executed in a step
1105. In the bad ending process, the player character may get a
declaration of love from an unexpected character of the same
sex.
Therefore, the player enters commands to proceed with the game in
an effort to increase the evaluation value by the opponent
character from whom the player, i.e., the player character, wants
to get a declaration of love. The player can thus enjoy the game in
order to win a love though a simulated love experience.
In FIG. 7, the displayed image of the video game is vertically
divided into three areas, i.e., an uppermost parameter display area
21, an intermediate image display area 22, and a lowermost
conversation display area 23. The icons 24 are displayed on the
left-hand side of the intermediate image display area 22.
The uppermost parameter display area 21 displays various parameters
of the player character, indicated at 27 in the intermediate image
display area 22. The displayed parameters can be varied when
various commands are selected from the icons 24 with the cursor 25.
For example, when the player operates the controller 121 to move
the cursor 25, displayed as a pointed finger on the displayed
image, to one of the icons 24 which represents a book, and then
clicks on that icon 24, the value of the liberal arts quality of
the player character 27 increases.
In FIG. 7, the exercise icon 28, which signifies an exercise and
represents a dumbbell, is shown as being clicked on. When the
exercise icon 28 is clicked on, the intermediate image display area
22 switches to an animated display in which the player character 27
is doing exercises, and the parameter value of the exercise ability
of the player character 27 in the uppermost parameter display area
21 increases.
Though not specifically shown in FIG. 7, the icons 24 also include
a rest icon for lowering the parameter value of stress, a telephone
icon for inviting the opponent character for a date or obtaining
information, a date icon for dating the opponent character as
promised, a liberal arts study icon for increasing the parameter
value of the player character's orientation to liberal arts, a
science study icon for increasing the parameter value of the player
character's orientation to science, an art study icon for
increasing the parameter value of the player character's
orientation to art, an appearance icon for increasing the parameter
value of the player character's appearance, and other icons.
A date indication area 26 is displayed on the right-hand side of
the intermediate image display area 22 for indicating a date in the
video game.
As described above, the video game according to the present
invention is played by the player who controls the displayed player
character during three years of high school life in an effort to
fall in love with the opponent character. Specifically, the player
enters commands to increase the various parameter values through
study and exercises on weekdays and go out for a date with the
opponent character on holidays in order to promote the opponent
character's affectionate feelings for the player character.
A process of controlling the display of an icon will be described
below with reference to FIGS. 10 and 11(a) through 11(e).
FIG. 10 shows in detailed block form an electric arrangement of the
CPU 101 for controlling the display of an icon.
As shown in FIG. 10, the game program is read from the CD-ROM 123
by a program reader 130 and transferred to a game execution unit
131, which executes the video game.
While the video game is being executed, a pushbutton operation
detector 42 monitors, through the game execution unit 131, the
status of the cross key 121g of the controller 121. When the cross
key 121g is pressed in either direction, the pushbutton operation
detector 42 detects the pressed direction and informs a cursor
movement controller 43 of the detected information. The cursor
movement controller 43 then transfers the detected directional
information to the image processor 110, enabling the image
processor 110 to move the cursor 25 on the displayed image in the
direction specified by the cross key 121g for a period of time
during which the cross key 121g has been pressed.
A cursor coordinate detector 44 detects the coordinate position of
the cursor 25 on the displayed image, and transmits the detected
coordinate information to an indicated icon detector 45. Based on
the detected coordinate information from the cursor coordinate
detector 44, the indicated icon detector 45 detects which one of
the icons 24 is indicated by the cursor 25 and instructs an icon
display controller 46 to control the image processor 110 to display
the indicated icon at an enlarged scale.
FIGS. 11(a) through 11(e) show the manner in which the icon 28 is
displayed in progressively enlarged and reduced sizes.
As shown in FIGS. 11(a) through 11(c), the icon display controller
46 displays the icon 28 indicated by the cursor 25 in progressively
enlarged sizes. To display the icon 28 in progressively enlarged
sizes, the icon display controller 46 may have a memory for storing
an animated image representing the progressively enlarged states of
the respective icons, and outputting such an animated image. As
shown in FIGS. 11(c) through 11(e), after the icon display
controller 46 has displayed the icon 28 in progressively enlarged
sizes, it displays the icon 28 in progressively reduced sizes back
to its original size. To display the icon 28 in progressively
reduced sizes, the memory of the icon display controller 46 may
store an animated image representing the progressively reduced
states of the respective icons, and output such an animated image.
It is preferable to complete the display of the icon 28 in
progressively enlarged and reduced sizes as shown in FIGS. 11(a)
through 11(e) within a period of time, e.g., 1.about.2 seconds,
which is long enough for the player to confirm the command, here
the exercise command, represented by the icon 28. If the icon 28
were displayed in the enlarged size continuously for a longer
period of time, then the enlarged icon 28 would pose a visual
obstacle to moving the cursor 25 to adjacent icons 24 which are
denoted as 31a, 31b, 31c in FIG. 11(e).
FIG. 12 shows in detail the indicated icon detection routine in the
step 1301, which is executed by the CPU 101, the controller 121,
and the image processor 110 as shown in FIG. 10.
When the icon indication detection process is initiated, a timer is
started which may be software-implemented in the main memory 105 in
synchronism with the clock frequency.
If either one of the pushbuttons 121a.about.121f (also referred to
as decision pushbuttons) of the controller 121 is pressed in a step
1601, then an icon which is indicated by the cursor 25 is not
displayed in progressively enlarged and reduced sizes, but a
command represented by the indicated icon is processed. If either
one of the decision pushbuttons 121a.about.121f is not pressed,
then it is determined whether the cross key 121g is pressed or not
in a step 1602. If the cross key 121g is not pressed, then the time
measured by the timer is read. If the time measured by the timer
exceeds a predetermined period of time, then the cursor coordinate
detector 44 detects the coordinate position of the cursor 25 in a
step 1603, and the icon display controller 46 controls the image
processor 110 to display the icon indicated by the cursor 25 in
progressively enlarged and reduced sizes in a step 1604. Stated
otherwise, if the cursor 25 remains positioned on a certain icon
for a certain period of time, e.g., 0.5.about.1 second, then the
icon indicated by the cursor 25 is displayed in progressively
enlarged and reduced sizes. Therefore, the player can easily
confirm the indicated icon for efficiently determining the command
represented by the indicated icon.
If the cross key 121g is pressed in the step 1602, then the cursor
movement controller 43 controls the image processor 110 to move the
cursor 25 in a step 1605. Thereafter, the timer is reset in a step
1606, and the process of displaying icons in progressively enlarged
and reduced sizes is reset in a step 1607, after which the timer is
started in a step 1608.
The video game described above allows the player to enter commands
efficiently because the selected command is displayed in
progressively enlarged and reduced sizes, and also enables the
player to easily experience the role played by the player character
in relation to the opponent character. Therefore, the player is
able to play the video game without losing interest therein for a
long period of time.
FIG. 13 shows in block form a video game system for playing a video
game according to another embodiment of the present invention. The
video game system shown in FIG. 13 is similar to the video game
system shown in FIGS. 1 through 12, except that it performs a video
game, typically a role playing game identical to the role playing
game described above with reference to the first embodiment, while
the opponent character calls the player character different
names.
Specifically, as shown in FIG. 14, the lowermost conversation
display area 23 of the displayed image of the video game displays
character information representing a name which a displayed
opponent character 1011 calls the player character. The displayed
name which the displayed opponent character 1011 calls the player
character is selected from a list of several alternatives depending
on the friendship and excitement factors which the opponent
character 1011 has with the player character.
When the video game is started, the player registers a surname, an
individual name, and a nickname as shown in FIG. 15 in the
initializing routine which is shown in FIG. 5. The entered names
are stored in a name storage area 61 (see FIG. 13) in the external
memory 120.
The name which the displayed opponent character 1011 calls the
player character is selected from the stored names as follows:
In this role playing game, the affectionate feelings which the
opponent character 1011 has for the player character are determined
by the friendship and excitement factors, as described above. These
friendship and excitement factors are not indicated to the player.
If only the excitement factor increases, the opponent character
1011 considers the player character too much as a member of the
opposite sex, and becomes too tense. If only the friendship factor
increases, the opponent character 1011 becomes just a friend of the
player character. At any rate, it is difficult for the player
character to win a love.
The excitement factor can be increased by increasing the parameter
values of the player character's exercise ability, orientation to
liberal arts, orientation to science, the appearance, etc. to make
the opponent character 1011 think more of the player character. The
friendship factor can be increased by the number of dates and the
agreement of tastes in conversations between the opponent character
1011 and the player character. However, the rate at which these
excitement and friendship factors increase depends on the
personality of the opponent character 1011, and varies from
opponent character to opponent character.
As shown in FIG. 13, the excitement factor and the friendship
factor are recorded respectively in a excitement factor memory 63
and a friendship factor memory 64 in the CPU 101, and are updated
from time to time. The excitement factor memory 63 and friendship
factor memory 64 may be included in either the main memory 105 (see
FIG. 2) or the external memory 120.
As shown in FIG. 16, the excitement factor is divided into three
ranges, and the friendship factor is divided into five ranges.
These ranges jointly make up a total of 15 zones to each of which
one of levels or ranks A.about.E (described below) is assigned.
The opponent character has alternative different love curves O, P,
R, Q which may be linear as shown or non-linear, depending on the
excitement and friendship factors. The love curves O, P, Q have a
starting point at the origin, but the love curve P has a starting
in the level B.
FIG. 17 shows a table of names corresponding to the respective
levels A.about.E. The table of names may be stored in the name
storage area 61 in the external memory 120.
As shown in FIGS. 16 and 17, in the levels A and B when the video
game has just begun, the opponent character 1011 calls the player
character either "surname+SAN" or "surname+KUN". Since the
initially entered surname is "SAOTOME" as shown in FIG. 15, the
opponent character 1011 calls the player character either
"SAOTOMESAN" (level A) or "SAOTOMEKUN" (level B). When the
friendship factor does not increases, but only the excitement
factor increases as indicated by the love curve O in FIG. 16, the
opponent character 1011 has affectionate feelings for the player
character, but is too tense to change the way it calls the player
character, and continuously calls the player character "SAOTOMESAN"
(level A). Alternatively, the opponent character may not call the
player character at all.
When both the excitement and friendship factors increase in balance
as indicated by the love curve P in FIG. 16, the name which the
opponent character 1011 calls the player character changes from
"surname+SAN" ("SAOTOMESAN" (level A)) to "surname+KUN"
("SAOTOMEKUN" (level B)) to "individual name+SAN" ("YOSHIOSAN"
(level C)) to "nickname" ("YOCCHIN" (level F)).
When the excitement factor does not increases, but only the
friendship factor increases as indicated by the love curve Q in
FIG. 16, the name which the opponent character 1011 calls the
player character changes from "surname+SAN" ("SAOTOMESAN" (level
A)) to "surname+KUN" ("SAOTOMEKUN" (level B)) to "individual
name+KUN" ("YOSHIOKUN" (level D)) to "individual name" ("YOSHIO"
(level E)). In this case, the player character is a simple good
friend of the opponent character 1011.
In FIG. 13, the CPU 101 has a love point calculator 62 which
calculates a love point, i.e., one of the zones in FIG. 16, from
the excitement factor stored in the excitement factor memory 63 and
the friendship factor stored in the friendship factor memory 64.
The image processor 110 has a conversion table for converting the
calculated love point into a corresponding one of the levels
A.about.E. Therefore, the image processor 110 converts the love
point calculated by the love point calculator 62 into a
corresponding one of the levels A.about.E. Then, the image
processor 110 reads a name corresponding to the determined level
from the name storage area 61, and displays the name in the
conversation display area 23, as shown in FIG. 14. In FIG. 14, the
name at the level B is displayed in the conversation display area
23.
Although certain preferred embodiments of the present invention
have been shown and described in detail, it should be understood
that various changes and modifications may be made therein without
departing from the scope of the appended claims.
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